Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, November 04, 2013

Real-time 3D Printed Board Game

Aza Raskin's modest proposal :
You start with no pieces and as the game opens, you build lots of weak little ships. Their physical size means they don’t take much material and print quickly. That fire power buys you enough time to invest in building stronger big ships. These might take upwards of 15 minutes to build, but choose carefully, you’ll be blocking your production queue. With your 3D printer behind a sheet of cardboard, your opponent knows that you are are building, and for how long you’ve been building, but not what you are building. The whirr of your stepper motors give tantalizing hints of your strategy. Of course, you’ll be able to cancel production mid-way for an incomplete downgraded/vulnerable piece, like the partially constructed Death Star.

Update : Check out Shapeways Game Section for context.

Wednesday, September 07, 2011

"All Your Pont" Revisited

I'm continuing to update my Goldsmiths portfolio. Added a page for the motion tracking / projection mapping game we did in Paris.




Here's a link to the full portfolio

Wednesday, August 03, 2011

Now this is pretty weird :

[The] balinghou and jiulinghou cohorts typically have unusually strong bonds with their parents, which manifest themselves in unusual -- one might even say fruitful -- ways. On a typically busy workday, Liu Yuan, 29, an administrative assistant at Lenovo who's an avid player of Happy Garden, the FarmVille of Kaixin001, asks her mother to tend her crops. "She'll grow and harvest vegetables for me," says Liu, who thinks nothing of sharing her login and password with her mom. "When I'm at work, she'll send me a text asking what kind of vegetables." She says that many of her friends ask their mothers to do the same. (What makes this simultaneously perverse and loving in an only-in-China way is that, as youths, many of those moms were working on real farms as forced laborers during the Cultural Revolution.)

Friday, July 29, 2011

Here's something I've been up to recently. At an Erasmus get together of computer and game artists in Paris 8, I co-invented and programmed part of this live action, retro-styled video game. (I'm not in the video because I had to leave early, but kudos to the rest of the team who pulled the bits together to make it all work properly and made this awesome video.)

ALL YOUR PONT ARE BELONG TO US // installation 2011 from Tatiana "Iarn" on Vimeo.

Saturday, January 29, 2011

Wednesday, December 17, 2008

You knew it had to happen, right? Topical "satire" game of the week : Sock and Awe.

Tuesday, November 25, 2008

I wonder what *exactly* is the purpose of "retro-roleplaying" when you can pick up originals on ebay for like two quid.

Sunday, September 28, 2008

Applied Materials have another eco-educational card game.

I'm thinking of proposing one as a Superstruct.

Sunday, September 21, 2008

Been reading a lot about biofuels and new chemistry over the last day or so.

And started wondering if there were ways to promote understanding of this kind of thing via games. Quick internet search reveals :



etc.

Anything for new, green materials?

Aside : the while trading card, top trumps thing is
Crowdsourcable obviously

Sunday, August 17, 2008

Oli asks wrt Superstruct :


Have I missed something?

It looks like this 'massively multiplayer' game is basically a themed blog where people 'play' by playfully imagining the future.


Which is clearly my cue to say a bit more.

No, you pretty much got it. It's "role-playing" in the good old fashioned "use your imagination" sense rather than the video-game-inna-dungeon sense.

The assistant game-master role is a kind of moderator / collator. Somewhere between stimulating discussion by starting forum threads, finding the best posts on the subject, highlighting them, and bringing them together into a wiki to create a more intelligible permanent record. There's also some giving of feedback to players in the form of rewards for "good ideas" or "good play". Which is obviously going to be subjective (although based on more than one moderator's assessment.)

Oli's also right that this is coming from the science-fictional wing of futurology; the super-threats are deliberately played-large. Think "scenario planning" not "forecasting"; we're not aiming for the most accurate prediction of the near future but to stimulate the most creative thinking about it. The fascination is in the new institutions that the players (representing humanity) have to invent to help cope with these threats. The aim is quite serious, to use a game-like format to gather a wide-range of opinions and suggestions, which the Institute of the Future will then "reduce" into more accessible form.

For me there are two reasons I'm excited to participate :

1) the scenarios are obviously interesting in themselves. My personal expectations are not as apocalyptic as the game's, but I do think that peak-oil and the end of cheap-energy, climate change and the disruption of our food-production patterns, the break-down of the nation-state, and pervasive, non-state-controlled surveillance technologies and weapons, are almost inevitably coming in the next 20-40 years. I believe that new diseases and large scale migrations are quite possible.

So what are we going to do about them? Are we just going to carry on as normal until we crash into circumstances? Or can we start doing some planning at least?

2) The other interest is the method itself. How good are the internet and the social software tools we have at enabling constructive discussion and problem solving? Does this kind of "game" help? As you know I vary between enthusiastic boosterism and occasional crises of doubt.

I believe that the overall trend is good, but there's a need for new tools and styles of discussion. There's a danger of ignoring and talking past those you disagree with; you can destroy intelligent public discussion in a hail of FUD.

Here's a chance to work with people trying to apply the tools and the "game" milieu to this problem. Let's see how it works or how it can be made to do so.

As I see it, the game occupies an interesting position (assuming that we get the expected numbers of players). To gather information from larger groups of people you usually use something like a market (eg. a prediction market) or maybe large scale opinion polls or "market research". All of which reduce the information contribution of the individual dramatically. On the smaller scale you have journals that bring together papers by multiple researchers or reports with for or five authors.

Superstruct sits somewhere between : there's an attempt to systematically gather ideas from an order of magnitude of 1000s using a mixture of human selection (organized in a fairly flat hierarchy) with some automation (the social software tools) and some game-mechanics to structure the contributions. I don't know how it will work out, and I suspect the organizers don't either. But it will be fun finding out.

All readers of this blog are invited (and positively encouraged) to join in, of course.

Disclosure, this is actually a (modestly) paid gig (ie. being a game-master). Although clearly I wouldn't have applied if I hadn't believed it was interesting.
w00t!

It's official. I'm going to be an assistant game-master in Superstruct, the internet "role-playing" game run by The Institute for the Future.

More soon ....

Friday, July 04, 2008

Here's more stuff I haven't been paying enough attention to.

Guitar Hero

vs.


Kaossilator (vs. Ghostradioshow)


Wow! These are fantastic; especially when considered together.

I really never watched a Guitar Hero video before. :-)

But what a synthesis of music and game cultures! And lights! And virtuosity. And performance.

Of course, it's "karaoke" in the sense of putting creativity on rails. And yet it hints at much potential for new instruments with new movements, new user interfaces, new syntheses of sound, light and motion.

The Kaossilator seems like more of a "real", freer instrument. Undoubtedly there are still many constraints, but it's closer. Once again the novelty of the UI unlocks novel performance possibilities, even if the resulting music (nice as it is in this video) sounds strangely unaffected by it's unorthodox origin.

How do we get Gbloink! (not necessarily the program, but the true spirit of "synaesmedia") into these damned things?

Update : or is Guitar Hero actually a degeneration towards karaoke from this?

Tuesday, June 17, 2008

Google + Electronic Arts ... Spore incorporates YouTube API to publish your creature videos directly.